diff --git a/resources/shaders/110/phong.fs b/resources/shaders/110/phong.fs new file mode 100644 index 0000000000..98abbf99e7 --- /dev/null +++ b/resources/shaders/110/phong.fs @@ -0,0 +1,190 @@ +#version 110 + +const vec3 ZERO = vec3(0.0, 0.0, 0.0); +const vec3 LightRed = vec3(0.78, 0.0, 0.0); +const vec3 LightBlue = vec3(0.73, 1.0, 1.0); +const float EPSILON = 0.0001; + +#define INTENSITY_CORRECTION 0.6 + +// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) +const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); +#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) +#define LIGHT_TOP_SPECULAR (0.85 * INTENSITY_CORRECTION) +#define LIGHT_TOP_SHININESS 72.0 + +// normalized values for (1./1.43, 0.2/1.43, 1./1.43) +const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); +#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) +#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION) +#define LIGHT_FRONT_SHININESS 28.0 +#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION) +#define LIGHT_FRONT_SHININESS 28.0 + +#define INTENSITY_AMBIENT 0.22 + +struct PrintVolumeDetection +{ + // 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid + int type; + // type = 0 (rectangle): + // x = min.x, y = min.y, z = max.x, w = max.y + // type = 1 (circle): + // x = center.x, y = center.y, z = radius + vec4 xy_data; + // x = min z, y = max z + vec2 z_data; +}; + +struct SlopeDetection +{ + bool actived; + float normal_z; + mat3 volume_world_normal_matrix; +}; + +uniform vec4 uniform_color; +uniform bool use_color_clip_plane; +uniform vec4 uniform_color_clip_plane_1; +uniform vec4 uniform_color_clip_plane_2; +uniform SlopeDetection slope; + +//BBS: add outline_color +uniform bool is_outline; +uniform sampler2D depth_tex; +uniform vec2 screen_size; + +#ifdef ENABLE_ENVIRONMENT_MAP + uniform sampler2D environment_tex; + uniform bool use_environment_tex; +#endif // ENABLE_ENVIRONMENT_MAP + +uniform PrintVolumeDetection print_volume; + +uniform float z_far; +uniform float z_near; + +varying vec3 clipping_planes_dots; +varying float color_clip_plane_dot; + +varying vec4 world_pos; +varying float world_normal_z; +varying vec3 eye_normal; +varying vec3 eye_position; + +vec3 getBackfaceColor(vec3 fill) { + float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b; + return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988); +} + +// Silhouette edge detection & rendering algorithem by leoneruggiero +// https://www.shadertoy.com/view/DslXz2 +#define INFLATE 1 + +float GetTolerance(float d, float k) +{ + float A=- (z_far+z_near)/(z_far-z_near); + float B=-2.0*z_far*z_near /(z_far-z_near); + + d = d*2.0-1.0; + + return -k*(d+A)*(d+A)/B; +} + +float DetectSilho(vec2 fragCoord, vec2 dir) +{ + float x0 = abs(texture2D(depth_tex, (fragCoord + dir*-2.0) / screen_size).r); + float x1 = abs(texture2D(depth_tex, (fragCoord + dir*-1.0) / screen_size).r); + float x2 = abs(texture2D(depth_tex, (fragCoord + dir* 0.0) / screen_size).r); + float x3 = abs(texture2D(depth_tex, (fragCoord + dir* 1.0) / screen_size).r); + + float d0 = (x1-x0); + float d1 = (x2-x3); + + float r0 = x1 + d0 - x2; + float r1 = x2 + d1 - x1; + + float tol = GetTolerance(x2, 0.04); + + return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0)); + +} + +float DetectSilho(vec2 fragCoord) +{ + return max( + DetectSilho(fragCoord, vec2(1,0)), + DetectSilho(fragCoord, vec2(0,1)) + ); +} + +void main() +{ + if (any(lessThan(clipping_planes_dots, ZERO))) + discard; + + vec4 color; + if (use_color_clip_plane) { + color.rgb = (color_clip_plane_dot < 0.0) ? uniform_color_clip_plane_1.rgb : uniform_color_clip_plane_2.rgb; + color.a = uniform_color.a; + } + else + color = uniform_color; + + if (slope.actived) { + if(world_pos.z<0.1&&world_pos.z>-0.1) + { + color.rgb = LightBlue; + color.a = 0.8; + } + else if( world_normal_z < slope.normal_z - EPSILON) + { + color.rgb = color.rgb * 0.5 + LightRed * 0.5; + color.a = 0.8; + } + } + + vec3 pv_check_min = ZERO; + vec3 pv_check_max = ZERO; + if (print_volume.type == 0) { + pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x); + pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y); + } + else if (print_volume.type == 1) { + float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy); + pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x); + pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y); + } + color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb; + + vec3 normal = normalize(eye_normal); + vec3 view_dir = normalize(-eye_position); + + float NdotL_top = max(dot(normal, LIGHT_TOP_DIR), 0.0); + float diffuse = INTENSITY_AMBIENT + NdotL_top * LIGHT_TOP_DIFFUSE; + vec3 half_top = normalize(LIGHT_TOP_DIR + view_dir); + float specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, half_top), 0.0), LIGHT_TOP_SHININESS); + + float NdotL_front = max(dot(normal, LIGHT_FRONT_DIR), 0.0); + diffuse += NdotL_front * LIGHT_FRONT_DIFFUSE; + vec3 half_front = normalize(LIGHT_FRONT_DIR + view_dir); + specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, half_front), 0.0), LIGHT_FRONT_SHININESS); + + if (is_outline) { + vec4 shaded_color = vec4(vec3(specular) + color.rgb * diffuse, color.a); + vec2 fragCoord = gl_FragCoord.xy; + float s = DetectSilho(fragCoord); + for(int i=1;i<=INFLATE; i++) + { + s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0))); + s = max(s, DetectSilho(fragCoord.xy + vec2(0, i))); + } + gl_FragColor = vec4(mix(shaded_color.rgb, getBackfaceColor(shaded_color.rgb), s), shaded_color.a); + } +#ifdef ENABLE_ENVIRONMENT_MAP + else if (use_environment_tex) + gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * diffuse, color.a); +#endif + else + gl_FragColor = vec4(vec3(specular) + color.rgb * diffuse, color.a); +} diff --git a/resources/shaders/110/phong.vs b/resources/shaders/110/phong.vs new file mode 100644 index 0000000000..b9e90e7cc2 --- /dev/null +++ b/resources/shaders/110/phong.vs @@ -0,0 +1,54 @@ +#version 110 + +const vec3 ZERO = vec3(0.0, 0.0, 0.0); + +struct SlopeDetection +{ + bool actived; + float normal_z; + mat3 volume_world_normal_matrix; +}; + +uniform mat4 view_model_matrix; +uniform mat4 projection_matrix; +uniform mat3 view_normal_matrix; +uniform mat4 volume_world_matrix; +uniform SlopeDetection slope; + +// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane. +uniform vec2 z_range; +// Clipping plane - general orientation. Used by the SLA gizmo. +uniform vec4 clipping_plane; +// Color clip plane - general orientation. Used by the cut gizmo. +uniform vec4 color_clip_plane; + +attribute vec3 v_position; +attribute vec3 v_normal; + +varying vec3 clipping_planes_dots; +varying float color_clip_plane_dot; + +varying vec4 world_pos; +varying float world_normal_z; +varying vec3 eye_normal; +varying vec3 eye_position; + +void main() +{ + // First transform the normal into camera space and normalize the result. + eye_normal = normalize(view_normal_matrix * v_normal); + + vec4 position = view_model_matrix * vec4(v_position, 1.0); + eye_position = position.xyz; + + // Point in homogenous coordinates. + world_pos = volume_world_matrix * vec4(v_position, 1.0); + + // z component of normal vector in world coordinate used for slope shading + world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0; + + gl_Position = projection_matrix * position; + // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded. + clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z); + color_clip_plane_dot = dot(world_pos, color_clip_plane); +} diff --git a/resources/shaders/140/phong.fs b/resources/shaders/140/phong.fs new file mode 100644 index 0000000000..3fa6f450ad --- /dev/null +++ b/resources/shaders/140/phong.fs @@ -0,0 +1,192 @@ +#version 140 + +const vec3 ZERO = vec3(0.0, 0.0, 0.0); +const vec3 LightRed = vec3(0.78, 0.0, 0.0); +const vec3 LightBlue = vec3(0.73, 1.0, 1.0); +const float EPSILON = 0.0001; + +#define INTENSITY_CORRECTION 0.6 + +// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) +const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); +#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) +#define LIGHT_TOP_SPECULAR (0.85 * INTENSITY_CORRECTION) +#define LIGHT_TOP_SHININESS 72.0 + +// normalized values for (1./1.43, 0.2/1.43, 1./1.43) +const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); +#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) +#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION) +#define LIGHT_FRONT_SHININESS 28.0 +#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION) +#define LIGHT_FRONT_SHININESS 28.0 + +#define INTENSITY_AMBIENT 0.22 + +struct PrintVolumeDetection +{ + // 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid + int type; + // type = 0 (rectangle): + // x = min.x, y = min.y, z = max.x, w = max.y + // type = 1 (circle): + // x = center.x, y = center.y, z = radius + vec4 xy_data; + // x = min z, y = max z + vec2 z_data; +}; + +struct SlopeDetection +{ + bool actived; + float normal_z; + mat3 volume_world_normal_matrix; +}; + +uniform vec4 uniform_color; +uniform bool use_color_clip_plane; +uniform vec4 uniform_color_clip_plane_1; +uniform vec4 uniform_color_clip_plane_2; +uniform SlopeDetection slope; + +//BBS: add outline_color +uniform bool is_outline; +uniform sampler2D depth_tex; +uniform vec2 screen_size; + +#ifdef ENABLE_ENVIRONMENT_MAP + uniform sampler2D environment_tex; + uniform bool use_environment_tex; +#endif // ENABLE_ENVIRONMENT_MAP + +uniform PrintVolumeDetection print_volume; + +uniform float z_far; +uniform float z_near; + +in vec3 clipping_planes_dots; +in float color_clip_plane_dot; + +in vec4 world_pos; +in float world_normal_z; +in vec3 eye_normal; +in vec3 eye_position; + +out vec4 out_color; + +vec3 getBackfaceColor(vec3 fill) { + float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b; + return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988); +} + +// Silhouette edge detection & rendering algorithem by leoneruggiero +// https://www.shadertoy.com/view/DslXz2 +#define INFLATE 1 + +float GetTolerance(float d, float k) +{ + float A=- (z_far+z_near)/(z_far-z_near); + float B=-2.0*z_far*z_near /(z_far-z_near); + + d = d*2.0-1.0; + + return -k*(d+A)*(d+A)/B; +} + +float DetectSilho(vec2 fragCoord, vec2 dir) +{ + float x0 = abs(texture(depth_tex, (fragCoord + dir*-2.0) / screen_size).r); + float x1 = abs(texture(depth_tex, (fragCoord + dir*-1.0) / screen_size).r); + float x2 = abs(texture(depth_tex, (fragCoord + dir* 0.0) / screen_size).r); + float x3 = abs(texture(depth_tex, (fragCoord + dir* 1.0) / screen_size).r); + + float d0 = (x1-x0); + float d1 = (x2-x3); + + float r0 = x1 + d0 - x2; + float r1 = x2 + d1 - x1; + + float tol = GetTolerance(x2, 0.04); + + return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0)); + +} + +float DetectSilho(vec2 fragCoord) +{ + return max( + DetectSilho(fragCoord, vec2(1,0)), + DetectSilho(fragCoord, vec2(0,1)) + ); +} + +void main() +{ + if (any(lessThan(clipping_planes_dots, ZERO))) + discard; + + vec4 color; + if (use_color_clip_plane) { + color.rgb = (color_clip_plane_dot < 0.0) ? uniform_color_clip_plane_1.rgb : uniform_color_clip_plane_2.rgb; + color.a = uniform_color.a; + } + else + color = uniform_color; + + if (slope.actived) { + if(world_pos.z<0.1&&world_pos.z>-0.1) + { + color.rgb = LightBlue; + color.a = 0.8; + } + else if( world_normal_z < slope.normal_z - EPSILON) + { + color.rgb = color.rgb * 0.5 + LightRed * 0.5; + color.a = 0.8; + } + } + + vec3 pv_check_min = ZERO; + vec3 pv_check_max = ZERO; + if (print_volume.type == 0) { + pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x); + pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y); + } + else if (print_volume.type == 1) { + float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy); + pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x); + pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y); + } + color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb; + + vec3 normal = normalize(eye_normal); + vec3 view_dir = normalize(-eye_position); + + float NdotL_top = max(dot(normal, LIGHT_TOP_DIR), 0.0); + float diffuse = INTENSITY_AMBIENT + NdotL_top * LIGHT_TOP_DIFFUSE; + vec3 half_top = normalize(LIGHT_TOP_DIR + view_dir); + float specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, half_top), 0.0), LIGHT_TOP_SHININESS); + + float NdotL_front = max(dot(normal, LIGHT_FRONT_DIR), 0.0); + diffuse += NdotL_front * LIGHT_FRONT_DIFFUSE; + vec3 half_front = normalize(LIGHT_FRONT_DIR + view_dir); + specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, half_front), 0.0), LIGHT_FRONT_SHININESS); + + if (is_outline) { + vec4 shaded_color = vec4(vec3(specular) + color.rgb * diffuse, color.a); + vec2 fragCoord = gl_FragCoord.xy; + float s = DetectSilho(fragCoord); + for(int i=1;i<=INFLATE; i++) + { + s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0))); + s = max(s, DetectSilho(fragCoord.xy + vec2(0, i))); + } + out_color = vec4(mix(shaded_color.rgb, getBackfaceColor(shaded_color.rgb), s), shaded_color.a); + } +#ifdef ENABLE_ENVIRONMENT_MAP + else if (use_environment_tex) + out_color = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * diffuse, color.a); +#endif + else + out_color = vec4(vec3(specular) + color.rgb * diffuse, color.a); +} diff --git a/resources/shaders/140/phong.vs b/resources/shaders/140/phong.vs new file mode 100644 index 0000000000..2ccbaf16ee --- /dev/null +++ b/resources/shaders/140/phong.vs @@ -0,0 +1,54 @@ +#version 140 + +const vec3 ZERO = vec3(0.0, 0.0, 0.0); + +struct SlopeDetection +{ + bool actived; + float normal_z; + mat3 volume_world_normal_matrix; +}; + +uniform mat4 view_model_matrix; +uniform mat4 projection_matrix; +uniform mat3 view_normal_matrix; +uniform mat4 volume_world_matrix; +uniform SlopeDetection slope; + +// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane. +uniform vec2 z_range; +// Clipping plane - general orientation. Used by the SLA gizmo. +uniform vec4 clipping_plane; +// Color clip plane - general orientation. Used by the cut gizmo. +uniform vec4 color_clip_plane; + +in vec3 v_position; +in vec3 v_normal; + +out vec3 clipping_planes_dots; +out float color_clip_plane_dot; + +out vec4 world_pos; +out float world_normal_z; +out vec3 eye_normal; +out vec3 eye_position; + +void main() +{ + // First transform the normal into camera space and normalize the result. + eye_normal = normalize(view_normal_matrix * v_normal); + + vec4 position = view_model_matrix * vec4(v_position, 1.0); + eye_position = position.xyz; + + // Point in homogenous coordinates. + world_pos = volume_world_matrix * vec4(v_position, 1.0); + + // z component of normal vector in world coordinate used for slope shading + world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0; + + gl_Position = projection_matrix * position; + // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded. + clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z); + color_clip_plane_dot = dot(world_pos, color_clip_plane); +} diff --git a/src/libslic3r/AppConfig.cpp b/src/libslic3r/AppConfig.cpp index b35a754c2b..25861a20cc 100644 --- a/src/libslic3r/AppConfig.cpp +++ b/src/libslic3r/AppConfig.cpp @@ -259,6 +259,9 @@ void AppConfig::set_defaults() if (get(SETTING_OPENGL_SHOW_FPS_OVERLAY).empty()) set_bool(SETTING_OPENGL_SHOW_FPS_OVERLAY, false); + if (get(SETTING_OPENGL_SHADING_MODEL).empty()) + set(SETTING_OPENGL_SHADING_MODEL, "gouraud"); + if (get("export_sources_full_pathnames").empty()) set_bool("export_sources_full_pathnames", false); diff --git a/src/libslic3r/AppConfig.hpp b/src/libslic3r/AppConfig.hpp index 33f243905a..a9ee9f39f6 100644 --- a/src/libslic3r/AppConfig.hpp +++ b/src/libslic3r/AppConfig.hpp @@ -34,6 +34,7 @@ using namespace nlohmann; #define SETTING_OPENGL_FXAA_ENABLED "opengl_fxaa_enabled" #define SETTING_OPENGL_FPS_CAP "opengl_fps_cap" #define SETTING_OPENGL_SHOW_FPS_OVERLAY "opengl_show_fps_overlay" +#define SETTING_OPENGL_SHADING_MODEL "opengl_shading_model" #if defined(_WIN32) || defined(_WIN64) #define BAMBU_NETWORK_AGENT_VERSION_LEGACY "01.10.01.09" diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp index 011231a8f8..3944041989 100644 --- a/src/slic3r/GUI/GLCanvas3D.cpp +++ b/src/slic3r/GUI/GLCanvas3D.cpp @@ -7756,7 +7756,11 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type, bool with else m_volumes.set_show_sinking_contours(!m_gizmos.is_hiding_instances()); - GLShaderProgram* shader = wxGetApp().get_shader("gouraud"); + const std::string shading_model = wxGetApp().app_config->get(SETTING_OPENGL_SHADING_MODEL); + const std::string shader_name = (shading_model == "phong") ? "phong" : "gouraud"; + GLShaderProgram* shader = wxGetApp().get_shader(shader_name); + if (shader == nullptr && shader_name != "gouraud") + shader = wxGetApp().get_shader("gouraud"); ECanvasType canvas_type = this->m_canvas_type; bool partly_inside_enable = canvas_type == ECanvasType::CanvasAssembleView ? false : true; if (shader != nullptr) { diff --git a/src/slic3r/GUI/GLShadersManager.cpp b/src/slic3r/GUI/GLShadersManager.cpp index 620fc2e773..4af9802dab 100644 --- a/src/slic3r/GUI/GLShadersManager.cpp +++ b/src/slic3r/GUI/GLShadersManager.cpp @@ -76,6 +76,12 @@ std::pair GLShadersManager::init() valid &= append_shader("gouraud", { prefix + "gouraud.vs", prefix + "gouraud.fs" } #if ENABLE_ENVIRONMENT_MAP , { "ENABLE_ENVIRONMENT_MAP"sv } +#endif // ENABLE_ENVIRONMENT_MAP + ); + // used to render objects in 3d editor with phong shading + valid &= append_shader("phong", { prefix + "phong.vs", prefix + "phong.fs" } +#if ENABLE_ENVIRONMENT_MAP + , { "ENABLE_ENVIRONMENT_MAP"sv } #endif // ENABLE_ENVIRONMENT_MAP ); // used to render variable layers heights in 3d editor diff --git a/src/slic3r/GUI/Preferences.cpp b/src/slic3r/GUI/Preferences.cpp index 206549cf17..338d01a073 100644 --- a/src/slic3r/GUI/Preferences.cpp +++ b/src/slic3r/GUI/Preferences.cpp @@ -1565,6 +1565,18 @@ void PreferencesDialog::create_items() ); g_sizer->Add(item_fxaa); + auto item_shading_model = create_item_combobox( + _L("Shader"), + _L("Select 3D viewport shading model.\n" + "Gouraud: faster, per-vertex lighting.\n" + "Phong: smoother, per-fragment lighting.\n\n" + "Takes effect immediately."), + SETTING_OPENGL_SHADING_MODEL, + {_L("Gouraud"), _L("Phong")}, + {"gouraud", "phong"} + ); + g_sizer->Add(item_shading_model); + //// GRAPHICS > FPS g_sizer->Add(create_item_title(_L("FPS")), 1, wxEXPAND);